// d3d_wrapper.cpp
//

#include "../tr_local.h"

//
// GL_DrawLine
//
void GL_DrawLine( int lineWidth, vec3_t p1, vec3_t p2, vec3_t color ) {

}

/*
** GL_Bind
*/
void GL_Bind( image_t *image ) {

}

/*
** GL_SelectTexture
*/
void GL_SelectTexture( int unit ) {
	
}

/*
** GL_Cull
*/
void GL_Cull( int cullType ) {
	
}

/*
** GL_TexEnv
*/
void GL_TexEnv( int env ) {
	
}

/*
** GL_State
**
** This routine is responsible for setting the most commonly changed state
** in Q3.
*/
void GL_State( unsigned long stateBits ) {
	
}

void GL_Clear( bool colorBuffer, bool depthBuffer, bool stencilBuffer, float stencilValue, float r, float g, float b, float a ) {

}

void GL_SetProjectionMatrix( float *m ) {

}

void GL_Viewport( float x, float y, float width, float height ) {

}
void GL_Scissor( float x, float y, float width, float height ) {

}

void GL_Finish( void ) {

}

void GL_Bind(int texNum, idImage *img ) {

}
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void ) {

}

/*
=================
R_Fog (void)
=================
*/
void R_Fog( glfog_t *curfog ) {
	

}

// Ridah, allow disabling fog temporarily
void R_FogOff( void ) {

}

void R_FogOn( void ) {
	
}
// done.

//----(SA)
/*
==============
R_SetFog

  if fogvar == FOG_CMD_SWITCHFOG {
	fogvar is the command
	var1 is the fog to switch to
	var2 is the time to transition
  }
  else {
	fogvar is the fog that's being set
	var1 is the near fog z value
	var2 is the far fog z value
	rgb = color
	density is density, and is used to derive the values of 'mode', 'drawsky', and 'clearscreen'
  }
==============
*/
void R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density ) {
	
}

//----(SA) end


